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Motion Blur Artifacts when Changing Cameras

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  • Motion Blur Artifacts when Changing Cameras

    Im having an issue with artifacts from using motion blur for camera animations. In the timeline if I animate a camera and then switch to another camera, the motion blur is processed using the last frame of the previous camera. Is there a way to stop the MB processing at the end of each camera?
    DESIGNS RENDERED, LLC

    Current Hardware Setup:
    • Ryzen 9 5095x
    • 64 GB DDR RAM
    • 2x Nvidia RTX 3090 Ti w/ NVLINK 48GB vram total

  • #2
    This is a known issue. We will fix it at some point, at least for animations created in the Vantage editor (harder to detect cuts with an animation coming from a vrscene file). Until then, I think the workaround is to use the render queue and render each camera frame range as a separate job in the queue - this should prevent motion from "leaking" between cuts.
    Nikola Goranov
    Chaos Developer

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    • #3
      Originally posted by npg View Post
      This is a known issue. We will fix it at some point, at least for animations created in the Vantage editor (harder to detect cuts with an animation coming from a vrscene file). Until then, I think the workaround is to use the render queue and render each camera frame range as a separate job in the queue - this should prevent motion from "leaking" between cuts.
      Yes this is with the Vantage timeline editor. To do the seperate jobs in the queue is it correct that I can only use a single timeline? I have to create the animation with ALL the clips I want, not create a clip, add to queue and then change the clip in the timeline and add the next one?
      DESIGNS RENDERED, LLC

      Current Hardware Setup:
      • Ryzen 9 5095x
      • 64 GB DDR RAM
      • 2x Nvidia RTX 3090 Ti w/ NVLINK 48GB vram total

      Comment


      • #4
        Hi Charles,

        I have to create the animation with ALL the clips I want
        Yes, create your entire animation in the timeline and then do a series of batch sequence renderings with different frame ranges. You can set the Time display mode to Frames so that you can better see the exact frame number instead of seconds.

        Best regards,
        Alexander
        Alexander Atanasov

        V-Ray for Unreal & Chaos Vantage QA

        Chaos

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